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- // uniform Texture1D g_tex3[3][2]; // TODO: legal in HLSL, but we don't handle it yet.
- uniform Texture1D g_tex[3];
- uniform Texture1D g_tex_explicit[3] : register(t1);
- SamplerState g_samp[3];
- SamplerState g_samp_explicit[3] : register(s5);
- uniform float3x3 g_mats[4];
- uniform float3x3 g_mats_explicit[4] : register(b10);
- uniform float g_floats[4];
- // uniform float g_floats[4] = { 10, 11, 12, 13 }; // TODO: ... add when initializer lists can be flattened.
- float4 TestFn1()
- {
- return g_tex[1].Sample(g_samp[1], 0.2);
- }
- float4 TestFn2(Texture1D l_tex[3], SamplerState l_samp[3])
- {
- return l_tex[2].Sample(l_samp[2], 0.2);
- }
- static int not_flattened_a[5] = { 1, 2, 3, 4, 5 };
- struct PS_OUTPUT { float4 color : SV_Target0; };
- void main(out PS_OUTPUT ps_output)
- {
- // test flattening for local assignment initialization
- SamplerState local_sampler_array[3] = g_samp;
- Texture1D local_texture_array[3] = g_tex;
- float local_float_array[4] = g_floats;
- ps_output.color = TestFn1() + TestFn2(g_tex, g_samp);
- }
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